View Full Version : Bug Report


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Liambane
Aug 17, 2007, 08:51 PM
34 civs ? Is TR not slow enopugh on your PC ?!?

Does it work with 2.08 Walords or crash there as well ?


Yes 34 civs on earth map! I used a 50-civs Civgamecore.dll
Don't slow enogh on DUO CORE E6600 Geforce 7950 2GB DDR RAM.
I make a mod just for Beyond The Sword. Never tried on Warlords.

In BTS the problem is what I wrote the thread before.

Anaztazioch
Aug 18, 2007, 01:57 AM
In BTS the problem is what I wrote the thread before.

We are not Fraxis technical support, so dont ask us. We havent even gave a look at BtS aside from few games to see if its worth to convert in future.

Never tried on Warlords.

So why are you posting this in our TR bug threat ? We have TR for Civ4, but now we work only with Warlords convention.



But if your using 24 civ dll and replace it or merge it with our own dll - no suprice it crashes *doh*.

Burning_Star_IV
Aug 21, 2007, 10:13 AM
Ok i know this has probably been said before but 26 pages of thread is a bit much to go looking for it. So basically whenever i start a game up the mod loads fine but when i try to begin the game it crashes right before it finishes loading. Now i already tried emptying the cache and that didn't help, so anyone know whats wrong?

I really have to play this :P i swear it worked a few weeks ago as well before i installed beyond the sword but I was still using the warlords disc when i tried it again, i dont think that has to do with it but i'm not sure.

Anaztazioch
Aug 21, 2007, 10:22 AM
BtS automaticly installs 2.1.3 patch. TR 2.1 is not compatible with 2.13, so dont be suprised. Using an old exe of Walords 2.08 should do the trick.

Anway, our installer is finished (330 mbs, unpacking to 750+ mb). TR 2.2 will work with both 2.08 and 2.13 patches, and will automacly detect witch version you have, and weather u use CD or Steam. Propabilly today upload will begain, so tommorow you should be capable of playing it. From what i know, we have agreed to make a new 2.2 thread, so keep an eye out for it ;)

Harrier
Aug 22, 2007, 03:55 PM
Propabilly today upload will begain, so tommorow you should be capable of playing it. From what i know, we have agreed to make a new 2.2 thread, so keep an eye out for it ;)


As Anaztazioch said, it is available now for download. See the stickied download thread here (first post). Also get info on the new release in the new thread in the Modpacks forum. :)

RPG
Aug 25, 2007, 10:11 PM
To all of you who created TR...WELL DONE!!
I've been playing TR since Christmas & this release is, IMO, so much better.
My only complaint...is waiting between turns.
I do have one question, how difficult was it to create all the industries? & can you teach me how?

Vertico
Aug 26, 2007, 07:53 AM
CTD caused by changing production to Guild Halls

Mexico
Aug 26, 2007, 08:55 AM
CTD caused by changing production to Guild Halls

known bug - wrong definition of button (forgotten comma at beginning)

Vertico
Aug 29, 2007, 12:16 PM
I have another CTD example :(
I cannot post it here, where to send it then?

bugs.totalrealism(at)gmail.com?

Mexico
Aug 29, 2007, 02:24 PM
I have another CTD example :(
I cannot post it here, where to send it then?

bugs.totalrealism(at)gmail.com?

post on new forum (www.civ4.houmie.com/forum)

Walter Hawkwood
Aug 31, 2007, 02:05 AM
I do have one question, how difficult was it to create all the industries? & can you teach me how?

What do you mean by "create"? If you mean the building models, then they were readily available in other mods, primarily 1939, with some reskinning done by me.

JYSme
Sep 02, 2007, 04:00 AM
I have 2.1.3 Warlords Gold and 2.2 installed of TR. But when I load the scenario or any other single player game, none of the in-game menus are visible (such as the mini-map, gold, advisors, unit options, etc)

Vitez
Sep 02, 2007, 12:33 PM
I have 2.1.3 Warlords Gold and 2.2 installed of TR. But when I load the scenario or any other single player game, none of the in-game menus are visible (such as the mini-map, gold, advisors, unit options, etc)

Seems like similar problem here, check this one: http://civ4.houmie.com/forum/viewtopic.php?f=5&t=95

Inverted
Sep 05, 2007, 07:05 PM
Probably already reported but informers can "pick" tribal villages from under barbarian units, which is kind of a cheating for one part, and this also releases the defending barbarians who will follow their routine and attack the nearest city. Yay for barbarian assaults planned by you! :D

Walter Hawkwood
Sep 06, 2007, 01:24 AM
Probably already reported but informers can "pick" tribal villages from under barbarian units, which is kind of a cheating for one part, and this also releases the defending barbarians who will follow their routine and attack the nearest city. Yay for barbarian assaults planned by you! :D

As AI should do it too, it's not cheating - it is a fun feature! :D

DarthCycle
Sep 29, 2007, 11:53 AM
Playing version 2.2 Gold

I am not able to build guild hall. I have enabled the guild of craftsmen civic.

Anaztazioch
Sep 29, 2007, 12:40 PM
Known bug, fixed, await patch.

DarthCycle
Oct 01, 2007, 02:54 PM
I would make a simple suggestion:

in your first post, add 2 lists:
1) known issues that will be fixed in next patch/release
2) outstanding known issues (not planned to be fixed in next patch/release)

This way us, the players/testers, prior to submitting an issue can check these lists and avoid submitting feedback on issues that are
1) already identified
2) already fixed in an soon-to-be-released patch/release

My 2 cents

Continue the great work on an awesome mod! You guys rock!

WarKirby
Nov 02, 2007, 06:05 PM
2 things.

First, a minor annoyance. Quite a few buildings, units, etc, have something like TXT_UNIT_PHALANX or similar, where the tooltip should be. Also, a lot of buildings have generic descriptions, like the smokehouse has a granary description, mob justice has a jail desc, etc.

Secondly, a bigger problem. after playing for a few hours, unts start to turn black for me. Like models with no texture. quitting and reopening civ fixes it, so it's not that bad. But it never happened with the old versions.

Walter Hawkwood
Nov 03, 2007, 03:05 AM
Secondly, a bigger problem. after playing for a few hours, unts start to turn black for me. Like models with no texture. quitting and reopening civ fixes it, so it's not that bad. But it never happened with the old versions.

It did, just to a different extent. Quitting altogether is too radical, alt+tabbing to Windows and back fixes it too. It's the interactions of the game engine and the video memory - not a unique problem of our mod, not even of civ itself, it just shows that our mod adds more artwork than any other. :D

Zelph
Nov 03, 2007, 11:25 AM
I've tried searching to find if this bug is posted but cannot find anything, so hopefully I'm not duplicating anything.

On multiplayer games the informant causes the players to go out of sync. I'm not entirely certain what it is about it - whether moving it, doing a mission, or just selecting it that causes the OOS problem to occur. Will try testing it more today if I can get my friends to come and play a game, but last night we came to the conclusion that it was indeed the informant causing the problem.

There were 3 players - A, B, and C. Player A had built an informant and had moved it to a barbarian city. We had had OOS issues with him going out of sync (players B and C had the same sync values) while he had moved the informant around, but we had not associated it with the informant until he tried using the informant in the city. After several times of re-synching he finally deleted the offender which resolved the issue. Player B then decided to build an informant and after completing it moved it out of the city, immediately after the informant moved this player (B) went OOS with players A and C having the same sync values. The informant was quickly deleted and problem was resolved again.

WarKirby
Nov 08, 2007, 02:27 AM
CTD caused by changing production to Guild Halls

ah ha! .I wondered what was wrong.

Guess I just won't build a guild hall then

Agramon
Dec 04, 2007, 10:30 AM
Our ship was lying close to the shore with the night (and the turn) closing in, when suddenly a single rider with a bow in his hands appeared. He seemed to belong to a very backward tribe called Aztecs. But the hidden nationality of our Privateer seemed to disturb him somehow. So he took his bow and opened fire. (Not that they had discovered flaming arrows so far, this secret was still only revealed to us.) I called all hands on deck and readied the cannons, but unfortunately his first arrow hit us so hard, that I couldn't save the ship from sinking. I luckily got to the shore to report to my admiral, but my ship, the pride of our privateer fleet was lost, and every night I dream of my mates, that I couldn't save from drowning with the ship.

Why this horse archer sank us with one shot, you ask? :confused: I don't even know how he dared to shoot at us lying half mile from the coast in the mist of the night so thick, that you could hardly see the hand on the rudder? :mad:

Essentially: Please, exclude the Privateers from land combat, or if its an xml-thing give me a hint where to tick on or off.

Thanks, and really good work, although you make my Computer look really weak :rolleyes:

Walter Hawkwood
Dec 04, 2007, 12:49 PM
Our ship was lying close to the shore with the night (and the turn) closing in, when suddenly a single rider with a bow in his hands appeared. He seemed to belong to a very backward tribe called Aztecs. But the hidden nationality of our Privateer seemed to disturb him somehow. So he took his bow and opened fire. (Not that they had discovered flaming arrows so far, this secret was still only revealed to us.) I called all hands on deck and readied the cannons, but unfortunately his first arrow hit us so hard, that I couldn't save the ship from sinking. I luckily got to the shore to report to my admiral, but my ship, the pride of our privateer fleet was lost, and every night I dream of my mates, that I couldn't save from drowning with the ship.

Why this horse archer sank us with one shot, you ask? :confused: I don't even know how he dared to shoot at us lying half mile from the coast in the mist of the night so thick, that you could hardly see the hand on the rudder? :mad:

Essentially: Please, exclude the Privateers from land combat, or if its an xml-thing give me a hint where to tick on or off.

Thanks, and really good work, although you make my Computer look really weak :rolleyes:

Ok, since you aren't the first person to point it out, seems we've got a very definite bug pinpointed here, thanks for sharing. :)

The funny thing is, it must have been there a couple of versions already, and people are only starting to report it now. Guess we're on the right track - this means that with previous versions people rarely if ever reached Renaissance, while now they do it en masse.

Unfortunately, this isn't a thing you can fix yourself, so the only thing to do with privateers till the next version is to keep them from unfriendly shores (at least at the ends of their turns).

riesscar
Dec 07, 2007, 02:25 AM
I have been trying in vain to figure out what to do with the CvWBDesc error, and the pedia issue is just an annoyance that I could probably figure out by mixing and matching other versions or messing with the syntax. I worked for a really long time to mod the TR map and add some new civs and this really chaps my a@#. Considering that I haven't modded the SDK or Python I can't begin to imagine how something changed in the way these files are functioning, but I would sincerely appreciate any help ya'll can give me.

Traceback (most recent call last):

File "CvScreensInterface", line 202, in pediaMain

File "CvPediaMain", line 580, in pediaJump

File "CvPediaMain", line 336, in showScreen

File "CvPediaMain", line 351, in placeUnits

File "CvPediaMain", line 464, in displayTopics

RuntimeError: unidentifiable C++ exception
ERR: Python function pediaMain failed, module CvScreensInterface
Traceback (most recent call last):

File "CvWBInterface", line 46, in applyInitialItems

File "CvWBDesc", line 1566, in applyInitialItems

File "CvWBDesc", line 1031, in applyCity

File "CvWBDesc", line 779, in apply

File "CvWBDesc", line 25, in getPlayer

ArgumentError: Python argument types in
CyGlobalContext.getPlayer(CyGlobalContext, NoneType)
did not match C++ signature:
getPlayer(class CyGlobalContext {lvalue}, int)
ERR: Python function applyInitialItems failed, module CvWBInterface

voltar
Dec 16, 2007, 05:11 AM
Not sure if this has occureed to others but later into the game I suddenly got a situation where when attempting to save the game will give a message along the lines of 'bad mem allocation exiting program', this occurs when saving manually or when the game tries to autosave. As much as I love your mod I am reluctant to start a new game in fear I shall have to abandon it half way through again :-(

EnlightenmentHK
Dec 29, 2007, 03:08 AM
Saw this bug mentioned on your regular forum, but no effective remedy. That forum didn't appear to visited and I generally hate registering for new forums, so i'll post it here.

Every time I start a new game, once I click on any unit, the game crashes with a standard windows error message. I've got the latest Warlords patch as well as the latest TR patch. I was running the game fine a few days ago, outside of the occasional late game MAF error. The only change I've made to my system is installing Beyond the Sword.

Gonna try reinstalling to see if that helps. And if not, I'll check back through this thread to see if there are any other remedies. In the meantime, any help is appreciated. Thanks.

EnlightenmentHK
Dec 29, 2007, 03:17 AM
Not sure if this has occureed to others but later into the game I suddenly got a situation where when attempting to save the game will give a message along the lines of 'bad mem allocation exiting program', this occurs when saving manually or when the game tries to autosave. As much as I love your mod I am reluctant to start a new game in fear I shall have to abandon it half way through again :-(

As I understand it this problem is largely unavoidable for most big mods late game. A problem with both Windows's handling of the large ram usage as well as the Civ4's poor coding on the matter. The problem was fixed for BtS, but Firaxis didn't bother with a Warlords fix. There is a work around that involves messing with your Warlords .exe file and one of your Windows boot files, but from my browsing its not terribly effective if you're not running XP Pro or Vista and don't have more than 2 gig of Ram.

If you're in the same SoL category as me (I'm only running 1 gig), I've heard the only thing you can do is disable the auto save and save periodically yourself, hoping for the best each time. And when the save fails...reload and try again. Frustrating and annoying, but it'll eventually work if you're patient. Yet another reason why I'm eagerly awaiting a BtS release of this mod.

Either that, play smaller maps with less Civs.

tigerpanter
Feb 05, 2008, 10:40 AM
I have the latest version of Civ warlords en TR 2.2.1. When I play with mulitplayer (2 humans the rest AI) on a lan network windows XP at home (not over the internet) the informer causes an out of sync error. This happens each time when you click on a city as a destination. Only with cities that are not of humans.

When the out of sync occurs you have to join the game again. If you don't do this you get two separate games. Example: On my screen I saw my friend attacking a city with two units that was occupied by 1 unit. The first attack failed. I heard this familair sound if defeat and I watched on his screen. There I saw that he took the city with his first attack. Then we saw at my screen that he took the city with the second attack. Only he didn't give the order.

In singleplay I don't have this problem with the informer.

Walter Hawkwood
Feb 05, 2008, 11:08 AM
I have the latest version of Civ warlords en TR 2.2.1. When I play with mulitplayer (2 humans the rest AI) on a lan network windows XP at home (not over the internet) the informer causes an out of sync error. This happens each time when you click on a city as a destination. Only with cities that are not of humans.

When the out of sync occurs you have to join the game again. If you don't do this you get two separate games. Example: On my screen I saw my friend attacking a city with two units that was occupied by 1 unit. The first attack failed. I heard this familair sound if defeat and I watched on his screen. There I saw that he took the city with his first attack. Then we saw at my screen that he took the city with the second attack. Only he didn't give the order.

In singleplay I don't have this problem with the informer.

We will probably turn the informer off for the next version. Causes trouble + is unbalancing.

Darkphoenix
May 20, 2008, 11:23 AM
Some minor errors for the latest version:

Civilipoedia has fallen victim to the "same name bad link" again. Following the doctrine tree, the link for the promotion Power Projection does not take you to the promotion, but the TECH Power Projection.

According to changelog on the website, the warehouse gives +1 gold instead of +1 shiel- I mean hamm- PRODUCTION THINGYMAJIG. Old habits die hard! :lol:

Also- whenever I put my mouse over the city bar, only the left half of the city bar allows me to access the quick production menu. Nothing happens when I click anything on the right half. And it is a definite Left half works/Right half doesn't.


That's all I have found so far, the only other one is the "copper spam" error whih you already know about. :goodjob:

I haven't seen the AI do anything dumb yet, although that massive stack of AI units moving between two cities is still there... Though I just say the general is keeping them in top physical shape...

Walter Hawkwood
May 20, 2008, 11:28 AM
Also- whenever I put my mouse over the city bar, only the left half of the city bar allows me to access the quick production menu. Nothing happens when I click anything on the right half. And it is a definite Left half works/Right half doesn't.

Taken from here: http://forums.civfanatics.com/showthread.php?t=239221

Unfortunately, nobody has yet figured how to fix this. Takes some getting used to, but not fatal - I think that longer city bar is a nice thing to have despite this issue.

Humakty
May 30, 2008, 11:52 AM
I have a CTD save, not tied to resources it seems, save attached.
It is an old game I had started before updating my 2.3a DLL, can it be the reason why it crashes ?

QuoVadisNation
Jun 21, 2008, 07:21 AM
So.. I'm slightly positive this has something to do with registry's and what not.

Running Civ IV Gold, no BTS, on Vista 64. The installer is telling me Warlords cannot be found. I decided to winzip the installer and I'll see if I can just plug everything in manually...

Is there anyway to fix it so the installer registers I have warlords? Has this issue already been addressed? Thank you.

Walter Hawkwood
Jun 21, 2008, 09:17 AM
So.. I'm slightly positive this has something to do with registry's and what not.

Running Civ IV Gold, no BTS, on Vista 64. The installer is telling me Warlords cannot be found. I decided to winzip the installer and I'll see if I can just plug everything in manually...

Is there anyway to fix it so the installer registers I have warlords? Has this issue already been addressed? Thank you.

Try here: http://civ4.houmie.com/forum/viewtopic.php?f=5&t=95

Melea Lord
Jul 19, 2008, 03:25 AM
My just crashed and I haven't been doing anything to it. Here's the save game file. I only played maybe 20mins till it crashed.

http://h1.ripway.com/melealord/Napoleon(TRRandMap).rar

This auto save is closer:

http://h1.ripway.com/melealord/AutoSave_BC-0480.rar

Melea Lord
Jul 19, 2008, 05:01 AM
If your Augustus Caesar, the automatic city naming thing names every city Rome.

Walter Hawkwood
Jul 19, 2008, 05:07 AM
If your Augustus Caesar, the automatic city naming thing names every city Rome.

If you refuse to name your city Rome, it will offer it all over again until you agree, irregardless of the leader. That's just the feature of the city namer - and it works with all names, not just Rome, absolutely irregardless of the leader.

Melea Lord
Jul 19, 2008, 06:58 AM
Yeah, I accepted it, for all five of my cities. Everyone Rome. :rolleyes:

:p

Melea Lord
Jul 19, 2008, 07:56 AM
This has just crashed again on me. I'm going back to playing normally.

Houman
Jul 19, 2008, 08:03 AM
This has just crashed again on me. I'm going back to playing normally.

Warlords is better than Vanilla but still not as stable as BtS. Once we port this into BtS the crashes will be no more.

What could help now, is if you had a 64Bit operating System.

demeryt
Jul 30, 2008, 02:07 PM
I'm not sure it's a bug, really, it might be just Vista-related. Still, curoius if more of you Vista civers out there have similar problems.

The problem is quite simple: after long sessions, let's say 3+ hours and some save/load actions involved, when I finally exit the game it crashes.

But not just crashes. It is the first and only instance I've had so far that Vista goes blue-screen with some ASCII-XP-style characters showing for a sec and then just reboots. So it must be some critical resources allocation failure or so?

Anybody else had this?

Walter Hawkwood
Aug 17, 2008, 12:19 AM
I'm not sure it's a bug, really, it might be just Vista-related. Still, curoius if more of you Vista civers out there have similar problems.

The problem is quite simple: after long sessions, let's say 3+ hours and some save/load actions involved, when I finally exit the game it crashes.

But not just crashes. It is the first and only instance I've had so far that Vista goes blue-screen with some ASCII-XP-style characters showing for a sec and then just reboots. So it must be some critical resources allocation failure or so?

Anybody else had this?

Might be a hardware stress case - you may be overtaxing your videocard, for instance. The bluescreens also tend to show the name of the file involved - if you had taken note of it, it would be pretty easy to determine what exactly causes the crash.

Vertico
Aug 24, 2008, 07:28 AM
I found a problem (possible bug).
Save attached. In 2 turns game hungs, "waiting for other civilization".

I have the latest version 2.3 with .dll updated.

jlc102127
Sep 07, 2008, 06:48 PM
i dont know if this is normal, but my interface doesnt show up.
i installed the white flag problem solver, but never had any trouble with the white flags. here is a screenie:

Walter Hawkwood
Sep 08, 2008, 01:12 AM
i dont know if this is normal, but my interface doesnt show up.
i installed the white flag problem solver, but never had any trouble with the white flags. here is a screenie:

http://civ4.houmie.com/forum/viewtopic.php?f=5&t=95

Look at the last posts of the thread.

ASDBigmac
Sep 08, 2008, 11:55 AM
Hi there

I have a problem with this Savegame (running Vanilla Civ newest Patchset + TR 2.1.3 World Map). If I end the round the game crashes on both my computers (both in Wine and Windows). Older autosaves run up to this point and crash then. Any clue what's the problem? Sad if that game would be lost, took hours to get that far, wanted to try a world domination game...

Christian

Walter Hawkwood
Sep 08, 2008, 03:36 PM
Vanilla TR is no longer supported (with all due respect, vanilla version was developed even before I joined the team!). Current version is TR Gold for Warlords.

demeryt
Sep 19, 2008, 07:12 PM
I've come across this, after pressing F1 after some exhausting vs. AI campaign. What a surprise. I'm not sure if this behavior wasn't discussed here b4, if so, please lead me to solution.

Just to make the point: the "readings" on this screen are wayyyy off and those "?s" at the top don't make it easier

Walter Hawkwood
Sep 20, 2008, 02:11 AM
Off the top of my head, try hitting "refresh". I'll check if it is an actual bug, though.

Homade Biskit
Oct 04, 2008, 01:30 AM
i need help! when i tried to install CTR it seems to think i don't have civ4 or warlords on my comp. and won't install really i can't install any mods but fall from heaven worked for some odd reason... anyway no other mod loads due to this reason i tried loading the patches for my civ 4 gold (original & warlords) they won't install either for the same reason... i also tried to uninstall civ all together and do a reinstall but no luck... why do these mods and patches act like i don't have any civ 4 version on my computer? PLEASE HELP as this is a huge pain in my a--!!!

Walter Hawkwood
Oct 04, 2008, 03:05 AM
Stay cool - I'm already trying to help you in another thread. BTW, you should patch your Warlords to the latest version to use our mod - but if patches for the game itself aren't working too, then I can't be of any help to you, you should probably ask the question about the patches in the technical support subforum.

lopaz
Oct 10, 2008, 07:49 AM
all I can say is GAWD! I just downloaded your mod and guess what I have the patch 2.13 installed it for that and it doesn't work at all please tell me why it won't work.